Everyone always says it "small group does better on Dino". So when we have a buttload of people and a 2nd zone opens up, why don't we split off into two groups, one in each zone? Why sit there bashing our heads against the dino in the hope that eventually enough people will get frustrated and leave?
But Spinny, that means not everyone will get the reward from both zones! Yeah and in the current method everyone who gets frustrated or has to leave for rl reasons doesn't get any of the reward.
But Spinny we would have to organize to make sure both groups have what they need! Yep, and that is something our community needs to keep working on.
But Spinny everyone from one zone would try to hop into the other zone due to the perception that the other zone is the more successful one! And after that leads to continued failure they'll learn. Or they won't and we'll just be where we are now, but at least we tried - yeah we wasted some time trying something new, but we waste a lot of time at Dino now anyway.
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Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Though the one Cosmic with dogs I can see be annoying but a little use of chat can simply make that go better.
That said, a small group is not a guarantee of better success, just that the quality of players involved may potentially be better (emphasis on "potentially").
My super cool CC build and how to use it.
If running two cosmics at the same time in different instances of the same zone, chat can get messy and confusing. Local chat can be used, of course, though I don't know it's in-game range.
The ideal would be to use Team Up chat, but that channel is so little used--folks would really have to be encourage switch over, and reminded to repeatedly. Otherwise, folks might just wonder why Zone was so quiet during the Cosmic fight.
The chat issue could be solved, but it would require some additional planning.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Well not with that attitude Nancy Negative-Pants
My super cool CC build and how to use it.
I think there are some very helpful people around, who are happy to answer questions and whatnot... others just respond with smart-assery and fly away on their lil anime wings.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
If we have, for example, 10 "experienced" players and 30 players with little or no experience getting ready to fight Dinomom, how is it easier if 5 experienced players try to organize 15 novices?
Why not just use zone chat, tell everyone what they need to do, and try to pull everyone through?
And that pulling everyone through part becomes easier when you have some top-notch DPS helping cover the newbies.
Split up the vets and you might have all the vets on tanking duty (and/or CCing when it applies).
If the problem is the mix of ATs/roles then maybe splitting up works... If 8 tanks show up then yeah, 4 of those tanks could work the fight in each zone.
But just based on the experience level of the people that gather?
If those 15 in instance 1 will listen and those 15 in instance 2 will listen then there's no reason why those 30 shouldn't listen if they were all together in the same instance.
And as an added benefit, they would get experience twice as fast by fighting Dinomom 1 and then Dinomom 2 as they would be splitting into two groups.
Also I don't think the ratios are quite that severe if it's not monster week. 10:30 seems like a monster week ratio... maybe even worse than monster week.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
1) Less shoving. It is much easier to maneuver when there is enough space.
2) Fewer people dying. If we have 2 healers healing 16 people, way fewer will die, percentage-wise, than if we have 2 healers healing 40. Less dying people means more DPS.
3) Easier to coordinate.
4) Fewer people who refuse to read.
The "fewer is better" principle applies to nearly every situation. Easiest Slug I ever did was with 5 of us. At Ape, fewer people mean fewer lava pools to step it. At Kiga, fewer people to live, fewer people to die, much easier for healers to keep them up. At Eido, fewer people means fewer geysers.
It is an odd thing the devs have done. They have created missions where it seems to invite massive numbers of players, yet creating them such that fewer players actually have a higher chance of success.
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Used to be coach on the forums. Still @coach in game.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My super cool CC build and how to use it.
But to elaborate, let's continue to assume that the check per player is 10k (although lately I'm starting to believe it's more around the 20k mark). In a 20 man raid, generally (and ideally) you'll have 2-3 people (not counting tanks and healers) that by the time of the check will be either dead, holding block, slacking off, or have generally low burst. To make up for them, you only need 1 or 2 players with a burst of 40k or higher, which one is frequently present in raids.
Now in a 40-50 man raid the number of people dieing, holding block, slacking off or generally having low burst increases for more out of control reasons than just "bad player shows up": reduced space for melee to position themselves resulting in pushing and getting into tail range, Aura limit cap reducing the potential burst of some players, server performance issue due to the high number of players causing latency issues screwing up timing of blocks for people who do that, healers having a hard time keeping track of who is taking damage or not,etc. Of course in 40-50 raids you also have redundant roles, ie. more tannks, healers than are needed. So in 40-50 man raids, generally you have 5-10 players that are not actively contributing during checks, which is harder to pick up.
The reverse situations do happen too, having a majority of people slacking in smaller raids, but it's rarer.
Epic Stronghold
Block timing explained
The group wasn't making all of the DPS checks, but was dealing enough sustained DPS between checks that Dinomom was still losing HPs.
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
Burning through 2m hp in 40s (about the time you have between heal checks, excluding the resistant periods) requires a team dps of 50k, and a lot of characters don't have that much spike ability, so an average dps of 50k might mean a spike dps averaging 75k, with some variance based on things like baby behavior. That won't reliably beat heal checks, but it probably beats enough checks that you gradually grind the mama down.
Epic Stronghold
Block timing explained
And there are no real in-game tutorial missions about how to. Or the necessity to.
How many tutorials missions are in game that explain what SCR are or GCR or why you should care?
There really is no reason for you to get better unless you want the gear. If you don't care about the gear (or very specific costume pieces) you don't chase Cosmics or Rampages or TA. And thus have no incentive to get better.
PS - there's more on those vendors than gear. feel free to take a look some time!
My super cool CC build and how to use it.
And true getting better at a game can be it's own reward. I have OTHER games for that. Namely Marvel vs Capcom 3, Street Fighter IV and V, Guilty Gear Xrd, etc.
I don't find CO interesting enough for that.
But to each their own.
PS: My point about folks in general in this game not getting better because 90% of the game can be facerolled still stands. There really is no ramp up of challenge in this game. It just goes from easy mode to BAM, Cosmics, TA and Rampages with no warning. Part of the reason why I have interest in CO for that.
Where zone 1 (1 is just for reference here. It may or may not have been the actual zone 1), the full zone, struggled, zone 2 was making solid progress with the much smaller team.
At least until some of the folks in zone 1 decided to come over and "help".
Suddenly checks were being failed and Dinomom's HP bar was going the wrong way.
We eventually got it done, but it took a lot longer than it should have.
This doesn't really change where I stand on the issue; I think that if so many tanks and healers show up that there could be two groups then two groups is probably for the best.
Not that there should be any special effort to get two groups, just that if what shows up would make for two workable groups that it could be considered.
Of course, as much as the fight needs some good tanks and healers, the quality of DPS matters much more for this fight than it does for Kiga or Qwyjibo, so if all the "right" DPSers go one way, some people, particularly those that have been around for a while, may quickly recognize that they are in the "wrong" zone and may abandon ship.
You end up with only one zone doing anything remotely approaching a serious attempt in that case and so it's back to status quo.
Do this zone then move over and do that zone, with some people left out of each attempt due to zone cap limits.